Taking the Lead
Announcing the Cyclops Hero Pack for Marvel Champions: The Card Game
www.fantasyflightgames.com
Cyclops's Hero Pack was officially announced.
And damn does he look strong. Incredible Leadership cards in this pack.
Taking the Lead
Announcing the Cyclops Hero Pack for Marvel Champions: The Card Gamewww.fantasyflightgames.com
Cyclops's Hero Pack was officially announced.
And damn does he look strong. Incredible Leadership cards in this pack.
That Field Commander Upgrade combined with Exploit Weakness is strong AF. Effectively gives all the heroes +1 attack against the main villain. If he has more than one of each of his Hero Specific Tactics then wow.
Only way I wouldn't is if Im dealing with a villain that doesnt matter about attacking (Collector, occassionally Hela)It does feel like Cyclops players will very much mulligan often to get that Field Commander upgrade opening hand.
Hero packs are completely playable out of the box. So if you just wanted to buy Porker and bring that to your friend's to play, you would be totally fineI'm extremely tempted to buy Spider-Ham* even not owning the Core set (or anything else). For what I understand, I could play with the deck as it comes without any issues, beyond not being as good as it could be and so, isn't it? A friend owns everything that has been published (although for some reason he won't buy this pack), so I will be covered on dials, tokens and scenarios, but modifiying the deck could be a bit tricky due logistics.
Would the default deck be decent enough for the non-hardcore difficulty levels?
*And Cyclops, to be honest.
For standard, most default decks should work fine, although probably suboptimal. There have been examples of default decks being kind of an awkward fit with the hero though. For example, Vision's default deck contains a lot of defense cards that are totally unplayable in one of his forms.I'm extremely tempted to buy Spider-Ham* even not owning the Core set (or anything else). For what I understand, I could play with the deck as it comes without any issues, beyond not being as good as it could be and so, isn't it? A friend owns everything that has been published (although for some reason he won't buy this pack), so I will be covered on dials, tokens and scenarios, but modifiying the deck could be a bit tricky due logistics.
Would the default deck be decent enough for the non-hardcore difficulty levels?
*And Cyclops, to be honest.
Yeah, Vision's precon was particularly bad. I think it may have been talked about it several pages back, but that one can probably be chalked up to the defense and defend rules being different when his hero pack was designed. If that wasn't the case, then his pack is a real head scratcher. Agreed with Spider-Ham though, he looks viable straight out of the pack.For standard, most default decks should work fine, although probably suboptimal. There have been examples of default decks being kind of an awkward fit with the hero though. For example, Vision's default deck contains a lot of defense cards that are totally unplayable in one of his forms.
But looking at his deck, I don't think this will be the case with Spider-Ham, I think you'll be fine.
Wait what?Yeah, Vision's precon was particularly bad. I think it may have been talked about it several pages back, but that one can probably be chalked up to the defense and defend rules being different when his hero pack was designed. If that wasn't the case, then his pack is a real head scratcher. Agreed with Spider-Ham though, he looks viable straight out of the pack.
Yeah, but don't worry, they've since changed back. I believe it was in the Rules Reference v1.3 version they kind of nerfed defending, but the current RR v1.4 changed it back.
Nope, I think you should be good.Any other big rule changes? I'm still using the rules that came in the box.
Yeah, I have no idea why they changed those defense/defend rules in 1.3. Didn't make a lick of sense. I really only play true solo so this didn't affect me very much, but I remember people complaining that Protection players were getting screwed because they couldn't defend their teammates and gain any of the bonuses from doing that. Either way, I'm glad they course corrected on that ruling relatively quickly.It never made sense to me that the defense events didn't work like that. Attack and thwart events count as attacking and thwarting, why wouldn't defense events count als defending?
Played a few more games with Miles Morales yesterday. Dude is such a beast. I haven't even come close to losing with him. Granted I only play standard, but still.
You're right, that stopped me in my tracks as well. But just for fun I went and did the first three scenarios of Sinister Motives without the campaign stuff added and just steamrolled them all with Aggression Miles in a little over an hour. So much fun.Expert Venom Goblin rocked me, I couldn't even figure out a way to crack him with Miles. I had to nerf the encounter to pass it. Mostly though yeah, nothing stops the Miles train.
Haven't played with Sp//der yet, but the Ham might be up there with Ironheart, Venom and Strange as one of the strongest characters in the game.You're right, that stopped me in my tracks as well. But just for fun I went and did the first three scenarios of Sinister Motives without the campaign stuff added and just steamrolled them all with Aggression Miles in a little over an hour. So much fun.
Really looking forward to Ham and sp//dr to arrive in a month or so. This spider content is gonna keep me satiated for a long, long time though.
Okay. So I'm looking at Miles and I don't exactly get his Venom Blast power. To my knowledge, using your hero ability doesn't exhaust you, nor does the card say "Once per Turn"
So couldn't he technically just take down the villain in one turn?
Yeah, so the fun of Miles is triggering those specials and stunning and confusing the enemy for maximum effect. Getting out his webshooters so you can trigger his specials when playing Web-Shot or Swing In, and then pummeling them with Arachnobatics. If you can play Arachnobatics twice in one turn on a stunned and confused villain, you'll probably one-shot them if you're playing solo. I like to play him Aggression with Jarnbjorn. I've only played maybe 10 games with Miles, but I probably win on turn 3 on average. He's so much fun.Ohhhhh!
That makes sense. I didn't notice the special for some reason.
Miles and Gwen are next.Yeah, so the fun of Miles is triggering those specials and stunning and confusing the enemy for maximum effect. Getting out his webshooters so you can trigger his specials when playing Web-Shot or Swing In, and then pummeling them with Arachnobatics. If you can play Arachnobatics twice in one turn on a stunned and confused villain, you'll probably one-shot them if you're playing solo. I like to play him Aggression with Jarnbjorn. I've only played maybe 10 games with Miles, but I probably win on turn 3 on average. He's so much fun.
I still have 6000 Overpower cards. All the Event Cards, Power Cards, Team Up Cards, etc. I even still have my various house rules for 5 and 6 hero decks.
Yeah, the game has a lot of moving parts, so it's normal to miss things time to time.Ohhhhh!
That makes sense. I didn't notice the special for some reason.
FFG just announced that Wolverine will be the next Hero Pack after the combined release of the X-Men Expansion Box + Cyclops + Phoenix.
Also, later this year they will release a new Scenario Pack called MojoMania. It will be a 3 small scenarios liked together.
Just announced. We'll need to wait to the usual monthly updates for the card spoilers.Did they preview the Wolverine card at all? Or just announce he's next? I'm ready to see how they incorporated his mechanics.